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Myth Struggles to Overwhelm Real Life in City of Mist
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<blockquote data-quote="ruemere" data-source="post: 9494471" data-attributes="member: 5515"><p>Since every character has a relatable mundane side, try to get them, the players, to walk you through their typical day during session zero.</p><p></p><p>I usually try to establish their daily habits (and not just for assassination attempts), like what they eat and whether they eat out, what kind of clothes they purchase and where, whether and how they socialize, do they know or who they know among their neighbors, do they maintain contacts with relatives.</p><p></p><p>As I said, this is not just for sucker punches, it is also for providing comfort and shelter during darker moments (my campaigns tend to offer noir events).</p><p></p><p>Otherwise:</p><ul> <li data-xf-list-type="ul">make the players further their own agendas by awarding them questions.</li> <li data-xf-list-type="ul">be epic, be graphic, use Kojima montage shots. This means that a tense scene should open with a perspective that only slowly pans toward a reveal of a scene. That statuses should come with graphic descriptions.</li> <li data-xf-list-type="ul">the game system is built around degeneration spiral. You gain statuses and slowly become weaker. Be careful about not overdoing it.</li> <li data-xf-list-type="ul">if something is vague, wait for a player to define it and then go with it.</li> </ul></blockquote><p></p>
[QUOTE="ruemere, post: 9494471, member: 5515"] Since every character has a relatable mundane side, try to get them, the players, to walk you through their typical day during session zero. I usually try to establish their daily habits (and not just for assassination attempts), like what they eat and whether they eat out, what kind of clothes they purchase and where, whether and how they socialize, do they know or who they know among their neighbors, do they maintain contacts with relatives. As I said, this is not just for sucker punches, it is also for providing comfort and shelter during darker moments (my campaigns tend to offer noir events). Otherwise: [LIST] [*]make the players further their own agendas by awarding them questions. [*]be epic, be graphic, use Kojima montage shots. This means that a tense scene should open with a perspective that only slowly pans toward a reveal of a scene. That statuses should come with graphic descriptions. [*]the game system is built around degeneration spiral. You gain statuses and slowly become weaker. Be careful about not overdoing it. [*]if something is vague, wait for a player to define it and then go with it. [/LIST] [/QUOTE]
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